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[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)


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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-03-2015 , 09:19   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #641

Added a forward, "CustomWeaponsTF_PreWeaponSpawned"

That's called at the start of GiveCustomWeapon before all the custom attribute forwards are called - this is necessary in some cases to initialize custom vars for attributes as event_postinventoryapplication doesn't fire every time a weapon is spawned.

Will actually push it to the repo later.
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Last edited by Chdata; 10-03-2015 at 09:20.
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Mr.Orion
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Old 10-04-2015 , 07:27   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #642

I wonder if it's possible to also add Achievements in it.
The only question is, where they could be done ? Maybe in another sub-plugin just for it, or in attributes packs... I don't know .
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Chdata
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Old 10-04-2015 , 07:54   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #643

https://forums.alliedmods.net/showthread.php?t=123077
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Chdata
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Old 10-04-2015 , 12:27   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #644

I just noticed the compiled file is almost 1mb.

Even my VSH with all its crazy modiness is only 246kb...

What is going on.
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The655
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Location: Malazia
Old 10-04-2015 , 12:34   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #645

Quote:
Originally Posted by Chdata View Post
I just noticed the compiled file is almost 1mb.

Even my VSH with all its crazy modiness is only 246kb...

What is going on.
https://www.youtube.com/watch?v=mDYNuD4CwlI
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-04-2015 , 12:58   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #646

Edit: I figured it out and fixed it.

Or rather, I fixed it, then figured it out.



Will push when I upload the death menu fix.

I'm also going to abolish every variable define that's defined as MAX_ENTITIES + 1

Tell me, what is 2049 * 10 * 9 * 512?



the death display works too

guess I might add, "You were killed by:"
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Last edited by Chdata; 10-04-2015 at 13:32.
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The655
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Location: Malazia
Old 10-04-2015 , 14:17   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #647

Quote:
Originally Posted by Chdata View Post
Edit: I figured it out and fixed it.

Or rather, I fixed it, then figured it out.



Will push when I upload the death menu fix.

I'm also going to abolish every variable define that's defined as MAX_ENTITIES + 1

Tell me, what is 2049 * 10 * 9 * 512?



the death display works too

guess I might add, "You were killed by:"
Congrats
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Psyphil
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Join Date: Sep 2015
Old 10-05-2015 , 06:44   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #648

Does anyone have the knowledge to make an attribute to allow any weapon to headshot?

(And not only revolvers like "revolver use hit locations")
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Mr.Orion
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Join Date: Apr 2012
Location: In my microwave.
Old 10-05-2015 , 10:13   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #649

Quote:
Originally Posted by Psyphil View Post
Does anyone have the knowledge to make an attribute to allow any weapon to headshot?

(And not only revolvers like "revolver use hit locations")
As far as I know, every weapon with a "spread recovery", like revolvers and pistols... can use "revolver use hit locations".
Then, allowing it for any kind of weapon, I guess you have to know how works hitboxes.
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Psyphil
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Old 10-05-2015 , 12:50   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #650

No "revolver use hit locations" only works for spy revolvers, I would want any bullet weapon to be able to headshot.
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